80 lines
No EOL
4.6 KiB
C#
80 lines
No EOL
4.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_VR || ENABLE_AR
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using UnityEngine.XR.LegacyInputHelpers;
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namespace UnityEditor.XR.LegacyInputHelpers
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{
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[CustomEditor(typeof(ArmModel))]
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internal class ArmModelEditor : Editor
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{
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protected static class ArmModelStyles
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{
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public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Input Pose Source", "The source of the 3dof controller data");
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public static GUIContent headPositionSourceLabel = EditorGUIUtility.TrTextContent("Head Position Source", "The source of head position data used by the arm model");
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public static GUIContent isLockedToNeckLabel = EditorGUIUtility.TrTextContent("Lock To Neck", "If true, the root of the pose is locked to the local position of the player's neck");
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public static GUIContent armExtensionOffsetLabel = EditorGUIUtility.TrTextContent("Arm Extension Offset", "Offset applied to the elbow position as the controller is rotated upwards");
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public static GUIContent elbowBendRatioLabel = EditorGUIUtility.TrTextContent("Elbow Bend Ratio", "Amount of the controller's rotation to apply to the elbow");
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public static GUIContent elbowRestPositionLabel = EditorGUIUtility.TrTextContent("Elbow","The Elbow's Position relative to the users head");
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public static GUIContent wristRestPositionLabel = EditorGUIUtility.TrTextContent("Wrist","The Wrist's Position relative to the users head");
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public static GUIContent controllerRestPositionLabel = EditorGUIUtility.TrTextContent("Controller", "The Controller position relative to the users head");
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public static GUIContent restPositionLabel = EditorGUIUtility.TrTextContent("Rest Position");
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}
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protected SerializedProperty m_PoseSourceProp = null;
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protected SerializedProperty m_HeadGameObjectProp = null;
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protected SerializedProperty m_IsLockedToNeckProp = null;
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protected SerializedProperty m_ArmExtensionOffsetProp = null;
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protected SerializedProperty m_EblowRestPositionProp = null;
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protected SerializedProperty m_WristRestPositionProp = null;
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protected SerializedProperty m_ControllerRestPositionProp = null;
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protected SerializedProperty m_ElbowBendRatioProp = null;
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protected bool m_ExpandRestPosition = false;
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protected virtual void OnEnable()
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{
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m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource");
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m_HeadGameObjectProp = this.serializedObject.FindProperty("m_HeadPoseSource");
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m_IsLockedToNeckProp = this.serializedObject.FindProperty("m_IsLockedToNeck");
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m_ArmExtensionOffsetProp = this.serializedObject.FindProperty("m_ElbowRestPosition");
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m_EblowRestPositionProp = this.serializedObject.FindProperty("m_ElbowRestPosition");
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m_WristRestPositionProp = this.serializedObject.FindProperty("m_WristRestPosition");
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m_ControllerRestPositionProp = this.serializedObject.FindProperty("m_ControllerRestPosition");
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m_ElbowBendRatioProp = this.serializedObject.FindProperty("m_ElbowBendRatio");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_PoseSourceProp, ArmModelStyles.poseSourceLabel);
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EditorGUILayout.PropertyField(m_HeadGameObjectProp, ArmModelStyles.headPositionSourceLabel);
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EditorGUILayout.PropertyField(m_ArmExtensionOffsetProp, ArmModelStyles.armExtensionOffsetLabel);
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EditorGUILayout.PropertyField(m_ElbowBendRatioProp, ArmModelStyles.elbowBendRatioLabel);
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EditorGUILayout.PropertyField(m_IsLockedToNeckProp, ArmModelStyles.isLockedToNeckLabel);
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m_ExpandRestPosition = EditorGUILayout.Foldout(m_ExpandRestPosition,ArmModelStyles.restPositionLabel);
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if (m_ExpandRestPosition)
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{
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using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope())
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{
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EditorGUILayout.PropertyField(m_EblowRestPositionProp, ArmModelStyles.elbowRestPositionLabel);
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EditorGUILayout.PropertyField(m_WristRestPositionProp, ArmModelStyles.wristRestPositionLabel);
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EditorGUILayout.PropertyField(m_ControllerRestPositionProp, ArmModelStyles.controllerRestPositionLabel);
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}
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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